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collaboration Projects

Listening in Relation

In the fall of 2024 and spring of 2025, BGML partnered with Canadian Association for Sound Ecology and The Only Animal to investigate how listening, sound-making and land-based material art practices can help foster care for more-than-human lifeworlds. The project explored sound walks, sound improvisation workshops, readings, discussions, natural dye workshops and botanical printmaking, led by IBPoC artists.

Rita and Zoe Kompst giving a natural dye workshop

Events took place on both the east and west coast of Canada (Turtle Island). The project cultivated attentive, collaborative, and decolonial practices across diverse events. Participating artists/facilitators included Rita Kompst (xʷməθkʷəy̓əm [Musqueam]), Toni-Leah C. Yake (Kanyen’kehà:ka [Mohawk]), Anju Singh, Liz Ellis, Adrian Avendaño, Lara Felsing (Métis), Audiotopie and the Branching Songs Ensemble among many other community members whose experiences, presentations, and discussions generated reflective and thoughtful approaches to decolonial land-based practice. The project culminated with an Equinox Roundtable gathering at ECU campus in March 2025. It brought together the researchers to share and discuss the thematic outcomes (see below)

land-based instrument making
land-based instrument making
Lara Felsing’s Shallow Breath gratitude blankets
Soundwalk held during the Equinox Roundtable

The Listening in Relation Final Report documents all the events and includes details on the research, thematic outcomes, and forward-looking questions.

The THEMATIC OUTCOMES from the Listening in Relation project are:

Decolonial Relations & Kinship: The practices of decolonization and kinship were expanded through readings, presentations, conversations, and workshops across events.

Protocols of Field Recording: A Slow Social Club workshop by Anju Singh directly addressed ethical considerations while field recording; relatedly, Rita and Zoe Kompst led a workshop on Musqueam harvesting protocols, a method that could be applied to ‘sonic’ harvesting techniques.

Land-Based Methods & Material Practices: Decolonial relations and heightened kinship are deeply connected to sustainable applications of land-based methods and materials. The Keynote Panel held during the Equinox Roundtable offered grounded examples of decolonizing practice, as each keynote spoke to their individual and communal relationships with reciprocal, land-based, and cultural harvesting practices.

Soundwalking, Soundscape Design, and Sound Art: The project featured a number of soundwalks, soundscape compositions, and sound art workshops which prompted collective reflections on listening and composition. During the Equinox Roundtable, a collection of soundscapes were also available for concurrent listening in a ‘soundscape listening room’.

For an expanded review on themes and further reflections, see the individual event descriptions in the LiR Final Report. Thematic trends and questions for future research are also listed throughout the report.

Adrian Avendano giving a improvisational soundmaking workshop
Rita and Zoe Kompst giving a natural dye workshop

For more information contact: Julie Andreyev, jandreyev @ ecuad.ca

______________

Listening in Relation is supported by:
2024 ECU-RIO NSERC Mobilize grant,
Canadian Association for Sound Ecology,
The Only Animal,
Basically Good Media Lab, ECU,
University of Laval

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collaboration news performance Projects

Branching Songs  /  A Renewed Sense of Wonder 

Trees and forests have a crucial role to play in climate change mitigation and they are critical multispecies habitats. The Branching Songs project aims to draw attention to the ecological significance of trees, their importance to sustaining life on Earth, and how listening to them may grow empathy for multispecies flourishing.

Branching Songs seeks to expand our perceptions about trees and forests by investigating how multispecies sound art may offer insights into the vital contributions of trees to human and more-than-human life. Focusing on old trees in Vancouver area and the Sunshine Coast, including those affected by the Transmountain Pipeline expansion and clear-cutting, the project elevates the voices of these inhabitants and ecosystems, highlighting their role in supporting both human and nonhuman life.

Led by Julie Andreyev, an artist, ECU associate professor, and co-director of the Basically Good Media Lab along with a team of ECU and community researchers —Maria Lantin, Simon Overstall, Lara Felsing, Giorgio Magnanensi, Sam Street, Keira Madsen, Cara Jacobsen, Leanne Plisic, Myles Feltenberger and Emma Pallay — Branching Songs draws inspiration from acoustic ecology, multispecies creativity, and performance, to forge new relations with trees as participants in immersive media and sound art.

Interspecies sounds, land-based practices, and Indigenous ways of knowing

By integrating creativity, technology, Indigenous ways of knowing and scientific inquiry, projects like Branching Songs invite us to reimagine our relationship with trees and forests, inspiring a renewed sense of wonder and reverence for the intricate web of life that surrounds us.

The project explores decolonial and land-based methods, by adapting Indigenous ways of knowing into the artistic process. Lara Felsing, an interdisciplinary Métis artist and recent MFA grad from ECU, created a noninvasive method for attaching contact microphones to trees. Drawing inspiration from Métis Ribbon Tree healing ceremonies, Lara devised ‘ribbons’ fashioned from recycled plant-based fabrics and combined them with her own harvesting and natural dying techniques. Through this adaptation, trees become active collaborators, woven into the fabric of sound art.

With Felsing, the team created Tree Feelers, instruments, sourced from the land, as touch interfaces to compose interspecies sounds, forging a harmonious dialogue between humans and nature.

Watch Recital With a Forest

Branching Songs is a complex and multifaceted project, composed of performances, installations, and workshops.

One of the performances, called Recital With a Forest, is a site-specific multispecies sound art staged in an intact old growth forest on the Sunshine Coast threatened by clear-cutting by BC Timber. Hand-crafted instruments with contact mics, biosensors, and local cast-off materials facilitated the collaboration with trees. In the performance, the Ensemble responds to the emergent soundscape of the forest, improvising sonic dialogues with elements like wind and bird songs, silent pauses highlight human-made sounds, fostering a nuanced relationship with the living forest ecology. Rooted in care and gratitude, this immersive experience embodies reciprocity between humans and forests, weaving a sonic tapestry of touch, tree acoustics, and forest vitality—a harmonious multispecies dialogue.

Click here to watch the performance.

Branching Songs is supported by the BGML .

Other Visions

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Credits

1 – Branching Songs Ensemble (left to right: Julie Andreyev, Myles Feltenberger, Giorgio Magnanensi, Keira Madsen, Simon Overstall) performing Recital With a Forest in Tuwanek Springs Forest, Sunshine Coast 2023. Photo courtesy of Keira Madsen. / 2 – Julie Andreyev using a Tree Feeler, as part of the Recital With a Forest performance in Tuwanek Springs Forest, Sunshine Coast 2023. Photo courtesy of Keira Madsen. 

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Presenter Series / Introducing Kyla Dooley : Not that kind of conceptual artist

On March 20th in The Basically Good Media Lab, we hosted an artist talk by our very own 3rd year NMSA Student and Free Tools Research assistant Kyla Dooley! 

In contemporary art, where boundaries are constantly pushed and redefined, Kyla Dooley stands out from the crowds, blending New Media innovation with a playful spirit.   

Drawing inspiration from eclectic sources, she meticulously crafts each piece, weaving together elements of humor, and technology. Rejecting the boundaries of traditional categorizations like “conceptual art,” Dooley embraces a label of her own making: “conceptually based”. Rejecting the elitism sometimes associated with contemporary art, she uses humor as both a tool of engagement and a form of protest.  

Dooley invites people from diverse backgrounds to join a conversation that goes beyond the gallery walls with her interactive art pieces. For example, her creation ‘the Printer’ acts like an oracle, changing how we see everyday objects, while ‘Fish Move in Three Dimensions’ disrupts the ordinary experience of walking downstairs by turning them into a space for showcasing videos that evoke feelings of melancholy and awareness of our physical movement in three dimensions. 

In a one on one interview Kyla explains further her concepts, methods, and allows for a deeper understanding of her art in all its “conceptually based” ways.

Your label of “conceptually-based” art is intriguing. Could you elaborate on what that means to you and how it differs from traditional conceptual art? How does this label reflect your artistic philosophy and approach?

I think it’s easier to understand the label by talking about what it’s not. For explanation purposes, I would argue the opposite of a conceptually-based practice would be a material practice – as in, someone whose work derives from developing their work hands-on, eg. sketching out forms, testing a medium’s formal capacities, making lots of things and seeing what sticks, etc.

My process, on the other hand, is largely premeditated before I physically intervene with any of the material I intend to use. I start with an idea, like “What if a printer was voice-activated?” or “What if there was art in the stairwell?” and then cater the medium and process to supporting that idea. That said, I’m not working in a strictly purist conceptual art approach wherein every detail is laid out ahead of time. I’ll typically have the base idea and then get my hands on the material and try an approach then come back to the idea, think about what’s working and what’s not, iterate the material again, and continue this process until I’m (mostly) satisfied with the work. Alas, “conceptually-based” is the least pretentious and most accurate term I’ve come to refer to my practice with.

Your art seems to challenge conventional perceptions and expectations, inviting viewers to engage with ordinary objects in unexpected ways. What drives you to explore these unconventional approaches, and what do you hope viewers take away from interacting with your pieces?
I think that challenging conventional perceptions and expectations is one of the best capacities of art (and maybe even one of the qualities that makes something art at all). If you take the piece I did with the printer as a case study, the reason that piece works is because I’ve developed an unusual interaction around the object. A printer that sits in an office is just a printer, but a printer that sits on a ten-foot-tall plinth and prints out cheeky responses at the beck and call of the audience is a special experience.

It’s unusual and surprising and because of that, gets us thinking and considering the object with a fresh set of eyes. For me, it’s a game of push and pull between the expected and unexpected. The work needs to have some point of recognizability that makes it approachable but in
the same act, do something unusual and extraordinary that sets people out of their routine. Each piece has its own political agenda, but broadly speaking, I hope people can walk away from my art with a renewed sense of the malleability of the world around us. As artists, we’re in one of the few industries where play is not only encouraged, but required for the job. It’s a massive privilege to be in that head space and something I hope I can share even if it’s just for a moment through an art encounter.

Can you walk us through your creative process when developing interactive art pieces like “the Printer” or “Fish Move in Three Dimensions”? How do you blend humor, technology, and conceptual elements seamlessly in your work?
Sneaky how you’ve woven compliments into these questions – thank you. I briefly touched on my process above so I’ll focus on the latter half of this question. Working with each of these individual components – humor, technology, conceptual elements – was/is rarely a conscious decision. I don’t think we have much say in the kind of art we make. And by that I mean, I don’t think we have much control in what we’re interested in. I don’t think I could force myself to be interested in painting if I tried (though ironically the endeavor in and of itself could be an interesting art
project…). I’m interested in the things that I’m interested in, and I’m gonna make art that I think is interesting.

For me, those endeavours happen to be described as conceptual and playful but these aren’t attributes I willfully chose one day. However, I will say, that I have very consciously chosen to put the art first when making art. I realize this sounds like a redundant statement, but I think there’s a big push in contemporary art right now to linguistically proclaim virtuosity in art. Aka, the quality of the art has become inferior to the way you’re writing and talking about it. I loathe this condition. If an artwork is heavily relying on a written statement to communicate its “meaning” then the text has superseded the necessity of the artwork at all. At that point, you may as well just read an essay on the topic since the art itself isn’t contributing anything.

Within my own practice, I have to be excited about the art as art. If it’s not interesting to me then why the hell would anyone else care about it? And respectively, I grow tired of things pretty easily, so that standard of interesting is always in flux.

Humor appears to be a central element in your work, serving both as a tool of engagement and a form of protest against elitism in contemporary art. How do you navigate the balance between humor and deeper conceptual themes in your art?
“Humor … as a tool of engagement and a form of protest against elitism in contemporary art” – damn, I’m gonna steal that line for my next artist statement (I’m only half kidding). This is a really thoughtful question and insightful analysis. I don’t think I’ve ever approached a work with humor at fear of it being disregarded as thematically unsubstantiated because of such qualities. Humor is complicated and nuanced and that complexity is often prime material to navigate a piece around conceptually. A good joke is usually a good artwork.

A friend recommended I watch the movie Brazil a couple of months ago (it was incredible and I would highly recommend it) and afterwards I was reading a review of the film that cited it as “a superb example of the power of comedy to underscore serious ideas, even solemn ones”; it was a really validating moment for my practice. So I wouldn’t say it’s a balancing act, so much as a matter of ensuring the humor is supporting the concept and vice versa.

Your art often extends beyond the confines of the gallery, inviting people from diverse backgrounds to join a conversation. How do you see the role of interactive art in fostering community engagement and dialogue, particularly in today’s digital age?
I think that interactive art, like humor, is a great strategy for making art more accessible to a broader audience. As you mentioned above, the art world is ridiculously elitist. Artworks are put behind literal and metaphorical walls and described in unnecessarily complicated art world jargon; it all sends a very clear message about who is welcome in those spaces. It’s uncomfortable staring at a lukewarm oil painting feeling like you don’t get it. But when an artwork is interactive, there’s immediately an entry point to engage with the work that takes precedence over the forlorn quest to “get it.” And then once you’ve sustained engagement, you may actually have a shot at conveying some idea/experience/dialogue.

I’m not saying making art interactive is the only/best way to do this (in fact there’s a lot of shitty interactive art that doesn’t achieve this) but I do think it’s a particularly pertinent and effective method, especially within the state of our attention economy. I’m also a firm believer you can make your work accessible to a broad audience without sacrificing complex ideas. An elegant example of this duality is Nick Cave’s Soundsuits.

For more from Kyla, check her artworks @kyladooley on Instagram or at kyladooley.com!  

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collaboration Design Development Events immersive imaging innovation news Projects S3D stereoscopic student virtual reality

How to Build a Virtual World: Part III – Materials, Lights and Shadow Dec. 10th

The nature of textures, light and shadow will be explored.

 

The most potent of virtual world experiences is the striking effect of how light interacts with materials and casts shadows.

RSVP is required. Get tickets at: https://www.picatic.com/event14478716567523184

Mike Pan will cover how textures interact with light. i.e. specular maps and gloss functions, with the ultimate goal being cinematic realism, which is actually different from what our eyes can see. His presentation will include some definitions of basic concepts and processes of texturing a model and how they are applied.

Aaron Hilton will talk about the cinematic use of Light and Shadow to drive the VR narrative; the art of light and shadow. He will also cover how the lack of an avatar representing the user can be worked around. Light and contrast can be used to direct attention. Creating a gradient of dark to light to help orient someone to where they need to go next.

The presentations will be followed by a period for Q & A.

We will close the evening with prize draws for: EA Games, Video Copilot Optical Flares plugins for Adobe After Effects and we will also be giving away three $99.00 licenses for Allegorithmic’s Substance Bitmap2Material 3. Bitmap2Material is an incredibly powerful tool that helps you generate full, seamlessly tiling materials from any bitmap image. This now includes all PBR (Physically-Based Rendering) channels, based on the most accurate conversion algorithm out there. Check it out here:


Snacks will be provided by our wonderful caterer Heather Ferguson.

Many thanks to our sponsors: Conquer Mobile, G-Technology & Emily Carr University of Art & Design.

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The Future of Reality: a talk by Dr. Ken Perlin of NYU Media Research Lab, Nov. 6th

You are invited to a special evening with Dr. Ken Perlin of NYU Media Research Lab.

When: Friday, November 6th Doors @ 5 pm, presentation 5:30 – 7:00pm

Admission: FREE (must register in advance, sorry but no walk ins)

Register: https://perlin2015vancouver.eventbrite.ca

BIOGRAPHY

Dr. Ken Perlin
Professor & Researcher, NYU Media Research Lab

Ken PerlinKen Perlin, a professor in the Department of Computer Science at New York University, directs the NYU Games For Learning Institute, and is a participating faculty member in the NYU Media and Games Network (MAGNET). He was also founding director of the Media Research Laboratory and director of the NYU Center for Advanced Technology. His research interests include graphics, animation, augmented and mixed reality, user interfaces, science education and multimedia. He received an Academy Award for Technical Achievement from the Academy of Motion Picture Arts and Sciences for his noise and turbulence procedural texturing techniques, which are widely used in feature films and television, as well as the 2008 ACM/SIGGRAPH Computer Graphics Achievement Award, the TrapCode award for achievement in computer graphics research, the NYC Mayor’s award for excellence in Science and Technology and the Sokol award for outstanding Science faculty at NYU, and a Presidential Young Investigator Award from the National Science Foundation. Dr. Perlin currently serves on the program committee of the AAAS. He was general chair of the UIST2010 conference, and has been a featured artist at the Whitney Museum of American Art.

Dr. Perlin received his Ph.D. in Computer Science from New York University, and a B.A. in theoretical mathematics from Harvard University. Before working at NYU he was Head of Software Development at R/GREENBERG Associates in New York, NY. Prior to that he was the System Architect for computer generated animation at Mathematical Applications Group, Inc. He serves on the Advisory Board for the Centre for Digital Media at GNWC, and has served on the Board of Directors of both the New York chapter of ACM/SIGGRAPH and the New York Software Industry Association.

http://mrl.nyu.edu/~perlin

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How to Build a Virtual World: a 6-part series on VR content creation

Series to assist Vancouver-area businesses and individuals in the creation of virtual reality experiences, environments. Read more.

PART 1: The Business of VR begins this month: Is VR a bubble? We’ll ask key content producers, investors, and luminaries to give us the broad perspective.

Date: Thursday October 22 2015 7:00 PM – 9:00 PM.

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collaboration Design Development Events immersive imaging innovation news Projects S3D virtual reality

IN IT Virtual Reality Showcase featuring worlds: dancing between body place and time

S3D Centre at Emily Carr University of Art + Design
Wednesday, 19 August 2015 from 5:00 PM to 10:00 PM (PDT)
Vancouver, BC
RSVP and Register online

In It is Virtual Reality showcase co-sponsored by Emily Carry University and Immersive Media and will be held in the University’s Concourse Gallery from the 19th to the 23rd of August at 1399 Johnston Street, Granville Island in Vancouver.  This week long showcase highlights the work of local and international artist practitioners who are working and creating in the virtual. The presentation is a conglomeration of works that act as a great introduction to the VR space. The showcase is co-located with ISEA (International Symposium on Electronic Art), and coincides with several other VR events on Granville Island. This event is the defacto closing reception of ISEA so come and join us for refreshments and VR.

A reception will be held on Wednesday, August 19th from 5-9 pm. Cash bar. There will be a food trucks outside the venue.

Credits: S3D Research Team: Dr. Maria Lantin, Sean Arden, Alan Goldman, Denise Quesnel

Participants:

Randal Kleiser Productions & IM360

Defrost-

DEFROST takes place in the year 2045, when liquid nitrogen is now commonly used to freeze patients until remedies for their illnesses are developed. The film follows the experience of Joan Garrison as she wakes up from her frozen state after thirty years. She reunites with her family, but the reunion is bittersweet, as the passage of time has caused her loved ones to become strangers. The short was filmed in 360°, allowing audience members to witness the story directly from Joan’s perspective. The result is an intimate and immersive experience.

Felix and Paul:

Herders-

Herders is a cinematic virtual reality observational journey that bears witness to the lives of nomadic yak herders in Mongolia. First screened at 2015 Sundance Film Festival 2015 Hot Docs.

National Film Board:

A Way to Go –

Way to Go is a walk in the woods. An astonishing interactive experience, a restless panorama, a mixture of hand-made animation, 360˚ video capture, music and dreaming and code. Created by Vincent Morisset, Philippe Lambert, Édouard Lanctôt-Benoit & Caroline Robert (AATOAA). Produced by the NFB & France TV.

Cardboard Car Crash –

In a world of artificial intelligence and self-driving cars, who determines the ethics algorithm to handle emergency situations? In this VR vignette, the user is slowed down to bullet-time, becoming the computer, and forced to confront difficult decisions where there is plenty of data, but no easy answer. Created by Vincent McCurley.

Moving Stories:

worlds –

The project worlds is a real-time networked augmented and virtual reality performance that explores the multiple and simultaneous experience of our collective and individual inner and outer, past and present, and physical and imaginary worlds. Bringing together 3 unique performance venues across 2 canadian cities, including the ECUAD lobby gallery the ECUAD IDS mocap studio in Vancouver and the CRIM motion capture studio in Montreal, worlds is a collaborative endeavor under the umbrella of the SSHRC funded movingstories research project and the CANARIE funded m+m: movement + meaning middleware software development initiative.  worlds is part of a live networked collaborative VR performance showcase and will take place during the opening reception, beginning at 5pm on Wednesday, August 19th 2015. worlds has been created in partnership with the S3D Research Centre at Emily Carr University and Pepper’s Ghost New Media Arts Collective.

Creators: Athomas Goldberg, Thecla Schiphorst, Maria Lantin and Tom Landry; Composer: Stefan Smulovitz; Performers: Yves Candeau, Brittany Gee, Sarah Fdili Alaoui, Shannon Cuykendall, Caroline Barrierre. We are grateful to the software and technical development work by Dhruv Adhia and Norm Jaffe (m+m; h+technologies) and Tom Landry (Research Director: CRIM) as well as Sean Arden and Rick Overington (ECUAD).

Dryft Digital:

Beer With a Bear –

Sit down for a picnic in sunny Montana with Brutus the grizzly bear and his human companion, Casey Anderson, in this quirky VR short film by San Diego/Calgary based production house Dryft Digital.

Cloudhead Games:

The Gallery: Six Elements –

The Gallery: Six Elements, is a rich narrative, fantasy exploration game inspired by dark 80’s

fantasy movies and the Myst video game series. Experience the HTC Vive VR hardware in our sandbox style demo. Cloudhead Games is a local virtual reality development company working in VR since late 2012, specializing in compelling interactive VR content.

Marten Berkman:

Hart to Heart –

Hart to Heart is the interactive installation component of a documentary project inspired by the conflict over land use in the Peel watershed in Canada’s Yukon. Disrupting our omnipresent two dimensional representation of wilderness, h2h challenges the duality between human nature and the rest of nature conditioned by our manufactured spaces. As we discover ourselves in this landscape along the Hart river, how does technology become a part of our ecology?

VRVid.io:

Vrtist 

Vrtist is a drawing app that allows the user to draw in the 3D space around them. A key goal of the project is simple, intuitive interaction. Virtual reality is a highly expressive and personal medium for storytelling & expression, and Vrtist is a small sample of its creative potential.

Dare:

Destination BC’s “The Wild Within” Virtual Reality Video

In December 2014, DBC launched The Wild Within VR Experience, using Oculus Rift technology, making it the first destination marketing organization in North America to use virtual reality to promote the destination.  The Wild Within VR Experience is an interactive, three-dimensional video that allows travellers to experience British Columbia in a truly immersive way, as if they were actually there.

Wavesine Solutions:

High quality virtual real estate and city visualization

This project has been in development for over a year now and early iterations were shown at a number of VanVR meetup events as well as many private showings at the Sawmill to Real Estate and VR enthusiasts alike.

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We are looking for participants for our Intra-Scene Variable Frame Rate Study!

We are currently doing experiments on the use of Variable Frame Rates (VFRs) consisting of both High Frames Rates (HFRs) and standard frame rates (as 24fps). We are seeking participants to be part of this study. The time requirement is 15minutes, not including travel time to and from Emily Carr University of Art + Design. Too book your appointment, or to find out more, please visit our Participate page.

DonateYourGaze

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Design high frame rate immersive imaging news Projects

What we are working on: Variable High Frame Rates

We are currently doing experiments on the use of Variable Frame Rates (VFRs) consisting of both High Frames Rates (HFRs) and standard frame rates (as 24fps). As part of our evaluation of HFR and VFR content, it is necessary to know how we can direct the viewers gaze using intra-scene VFR (and if this is possible), through tracking where the viewers gaze pattern flows on a screen with both standard frame rate, HFR, and intra-scene VFR content in order to compare differences.

Intra-scene describes the use of multiple techniques within the same scene (and possibly also the frame) . In this case, the use of frame rates.

Why might this be relevant? 

With “Soul Mates 3D”, we experimented with changing the frame rate from scene to scene. With intra-scene VFR, we propose changing the frame rate within the very frame itself; for example, a foreground of a horse running past a camera may be filmed/animated at 120 fps, and the background consisting of a stadium crowd may be filmed/animated at 24fps. The two scenes are composited together within the same timebase (let’s use 60fps as a choice), and we may appreciate the lack of motion artifacts within the foreground (horse) while enjoying the familiar 24fps aesthetic of the background visuals. The two elements within the scene will provide completely different motion information, and we as viewers would have a choice of where to look within the frame.

In cinema, television and gaming, viewers primarily focus their attention on an area of a moving image that has the most visual information. For example:

  • depth of field/focus (by means of eliminating information in the area that is not to be the focus through blur, we then focus our attention on the area of the frame that is sharp)
  • convergence (in stereoscopic 3D this used to target the viewer’s attention onto a chosen area of the frame by changing the 3D plane of the moving image)
  • composition and camera movement (using image obstruction and reveal, called occlusion)
  • And moving subjects or objects.

We selected a face as the image we would experiment with, because from birth faces are important in our social interaction and how we communicate effectively throughout our lives with one another. We look at faces daily, and we draw a vast amount of information from looking at faces.

We will update the project page as we generate data and undertake this research.